· Dungeons & raids
Scars of Honor dungeon replayability and entry design
Scars of Honor's dungeon direction is presented as highly replayable rather than fully static. The shown material consists of early concepts and blockout work for dungeon rooms, with the stated goal that repeated runs do not play out identically.
The dungeon previews include both concept art and rough implementation stages. The rough scenes are described as placeholder blockouts used to test gameplay flow, room interactions, dungeon systems, non-player characters, and bosses before final art is completed.
Room variation and replayability
A central design goal is that dungeon runs differ from one attempt to another. The same room layout can be "redressed" with different visual treatments, producing distinct-looking spaces from a shared structural base.
This variation is tied to a broader claim that each run should contain different encounters or unique elements. The intended result is strong replayability rather than a single fixed sequence of rooms and events.
Early dungeon environment concepts
Several dungeon spaces are shown in concept form, including corridors and larger chambers. These are presented as target art direction rather than finished in-game assets.
The footage also distinguishes between:
- early blockout rooms assembled quickly for testing,
- concept images showing the intended final look,
- alternate dressings of the same room structure.
The blockout stage is used to validate mechanics and encounter flow before the final environment art is produced.
Dungeon room mechanics
Dungeon rooms are described as having their own mechanics and completion requirements. Rather than serving only as combat spaces, rooms are intended to contain specific gameplay conditions that players must satisfy in order to progress.
The captions do not provide a full list of these mechanics, but they indicate that room-specific interaction is part of the dungeon design.
Open-world travel versus queue entry
A recurring design question concerns how players should enter dungeons. Two approaches are discussed:
- traveling to the dungeon entrance through the world,
- using a queue or sign-up system.
Traveling to the entrance is associated with stronger immersion and a greater sense of place. A queue system is associated with convenience and a higher number of completed dungeon runs because it lowers the time and effort required to participate.
A hybrid suggestion is also raised: requiring players to discover or reach a dungeon first, then allowing easier access afterward (inferred from context). Another variant discussed is queueing from a stone or access point at the dungeon entrance rather than from anywhere in the world.
Group composition expectations
Dungeon group structure is discussed in traditional MMORPG terms. The expected baseline composition is tank, damage dealer, and healer, and this classic trinity is treated as the default model for dungeon play.
The discussion frames this composition as the standard approach for viable dungeon content, though no alternative SoH-specific party model is confirmed in the captions.
PvE focus in the next public test
The next public test is described as focusing primarily on open-world content and PvE. Dungeon development is part of that broader PvE emphasis, with the dungeon previews presented as an example of what is being prepared.
Source
- Recording:
🔴MMoRPG Sunday🔴 and Fighting Monsters in Middle Earth - YouTube: Watch on YouTube
- Published: Sunday, November 2, 2025 at 9:13 PM UTC
